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Pengembangan Bahan Ajar Matematika Realistik berbasis Alquran Pokok Bahasan Pecahan Muhammad Ihsan
Suska Journal of mathematics Education Vol 5, No 1 (2019)
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/sjme.v5i1.6824

Abstract

AlQur'an-based realistic mathematics is an approach used in compiling fraction teaching materials, connecting mathematics with the Qur'an is an effort to make mathematics learning more meaningful and realistic. The focus of this research is how to develop Qur’an-based realistic Mathematics teaching material that is valid and practical fraction. This research is a development research that adopts the ADDIE model. However, in this study only did three stages, namely analysis, design and development. Teaching materials that have been designed are validated by three experts namely media experts, design experts and content experts as well as practicality tests by students through data collection techniques using questionnaires. The results of data analysis show that all validation results are in the "valid". While the level of practicality measured by the response questionnaire of students gets in the category "practical".
Pengembangan Media Game Arabic Word Quiz dalam Pembelajaran Kosakata (Mufradat) Siswa Kelas VII MTs Darul Istiqamah Cilallang Kartini Kartini; Muhammad Ihsan; Ibnu Hajar
AL IBRAH: Journal of Arabic Languange Education Vol 5, No 1 (2022): AL IBRAH: Journal of Arabic Languange Education
Publisher : Prodi Pendidikan Bahasa Arab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/jale.v5i1.2911

Abstract

Abstrak: Tujuan dalam penelitian ini yaitu agar mengetahui rancangan pengembangan media game Arabic word quiz dalam pembelajaran kosakata (mufrodat) siswa, dan agar dapat mengetahui apakah pengembangan media game Arabic word quiz dalam pembelajaran kosakata (mufrodat) siswa kelas VII MTs Darul Istiqamah Cilallang memenuhi kriteria valid dan praktis. Penelitian ini dirancang menggunakan model pengembangan Borg and Gall yang terdiri dari sepuluh tahap. Namun penelitian ini hanya menggunakan tiga tahap yakni sampai pada tahap pengembangan agar peneliti lebih fokus dalam mengembangkan produk, juga menghemat waktu dan biaya. Hasil analisis data kevalidan pada media game Arabic word quiz diperoleh persentase skor sebesar 90,045% dan dinyatakan memenuhi kriteria valid melalui uji validitas. Adapun hasil analisis data kepraktisan media game Arabic word quiz diperoleh persentase skor sebesar 92,856% dan dinyatakan praktis melalui angket uji praktikalitas.Kata kunci: Media Game Arabic Word Quiz, Mufradat
Pengaruh Metakognisi dan Motivasi terhadap Kemampuan Pemecahan Masalah Matematika Melalui Kreativitas Siswa Kelas VIII SMP Negeri di Kecamatan Kindang Kabupaten Bulukumba Muhammad Ihsan
Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Vol 4, No 2 (2016): Al-Khwarizmi: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam
Publisher : Prodi Pendidikan Matematika FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (416.381 KB) | DOI: 10.24256/jpmipa.v4i2.257

Abstract

Several factors that influence students ability to solve mathematics problem are metacognition, learning motivation, and learning creativity on mathematics. Therefore, this research aimed to identify the influence level of metacognition and learning motivation toward mathematics problem solving ability through learning creativity of students. The population was students at grade VIII of public junior high school in Kindang sub district of Bulukumba. Technique of sampling was by equal size random sampling. The data were collected through questionnaire and test, and then analyzed by using descriptive statistics and SEM (Structural Equation Modeling) analysis. The result revealed that (1) there is a positive significant influence of metacognition toward learning creativity; (2) there is also a positive significant influence of learning motivation toward learning creativity; (3) the direct influence of metacognition toward mathematics problem solving ability is positive and significant; (4) the direct influence of learning motivation toward mathematics problem solving ability is positive significant; (5) there is a positive significant influence of learning creativity toward mathematics problem solving ability; (6) the indirect influence of metacognition toward mathematics problem solving ability through learning creativity is positive significant; and (7) the indirect influence of learning motivation toward mathematics problem solving ability through learning creativity is positive and significant.
VLOG MATEMATIKA MATERI HIMPUNAN UNTUK MENINGKATKAN MINAT BELAJAR SISWA SMP KELAS VII Alia Lestari; Nuratiqah Nuratiqah; Muhammad Ihsan
Kadikma Vol 13 No 2 (2022): Agustus 2022
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v13i2.38748

Abstract

This study aims to produce valid and practical math vlogs for set material to increase the learning interest of seventh-grade junior high school students. The development method used is the 4D model, which consists of 4 stages: define, design, develop, and disseminate. Material experts and media experts measured the validity of the vlogs, while practicality was obtained from practicality questionnaires from teachers and students. The increase in students' interest in learning was measured by an interest in learning questionnaire given before and after watching the developed mathematics vlog. The research results show that the developed math vlog meets valid, practical and effective criteria to increase students' interest in learning.
Enhancing Islamic Religious Education: Development and Validation of Canva-Assisted E-Module for Halal Consumption and Haram Avoidance at SMPN 7 Palopo City Megawati Firdaus; Baderiah Baderiah; Muhammad Ihsan
Educational Journal of Learning Technology Vol. 1 No. 1 (2023): Edutech Journal (September 2023)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v1i1.5

Abstract

This thesis is entitled The Development of an Islamic Religious Education Learning e-module assisted by Canva on consuming halal food and drinks and avoiding haram at SMPN 7 Palopo City. The research aims to analyse students' needs for e-module development, the validity of e-modules, and the practicality of e-modules. This research uses R&D (Research and Development) research with the ADDIE development model, which consists of five development stages: analysis, design, development, implementation and evaluation. The results of this research indicate that the Islamic religious education learning e-module was developed for the needs of students. The validation results of the Islamic religious education learning e-module, namely media expert validation, obtained a percentage of 79.16% with valid criteria, and material expert validation results obtained a rate of 85% with very good criteria. For the e-module practicality test obtained from educators, the percentage was 96.5% in the very practical category, and the e-module practicality test obtained from students obtained a percentage of 89.5% in the very practical category. It was concluded that the Canva-based Islamic religious education learning e-module on consuming halal food and drinks and avoiding haram ones is suitable for the learning process.
Pengembangan Media Game Arabic Word Quiz dalam Pembelajaran Kosakata (Mufradat) Siswa Kelas VII MTs Darul Istiqamah Cilallang Kartini Kartini; Muhammad Ihsan; Ibnu Hajar
AL IBRAH: Journal of Arabic Language Education Vol. 5 No. 1 (2022): AL IBRAH: Journal of Arabic Languange Education
Publisher : Institut Agama Islam Negeri (IAIN) Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/jale.v5i1.2911

Abstract

Abstrak: Tujuan dalam penelitian ini yaitu agar mengetahui rancangan pengembangan media game Arabic word quiz dalam pembelajaran kosakata (mufrodat) siswa, dan agar dapat mengetahui apakah pengembangan media game Arabic word quiz dalam pembelajaran kosakata (mufrodat) siswa kelas VII MTs Darul Istiqamah Cilallang memenuhi kriteria valid dan praktis. Penelitian ini dirancang menggunakan model pengembangan Borg and Gall yang terdiri dari sepuluh tahap. Namun penelitian ini hanya menggunakan tiga tahap yakni sampai pada tahap pengembangan agar peneliti lebih fokus dalam mengembangkan produk, juga menghemat waktu dan biaya. Hasil analisis data kevalidan pada media game Arabic word quiz diperoleh persentase skor sebesar 90,045% dan dinyatakan memenuhi kriteria valid melalui uji validitas. Adapun hasil analisis data kepraktisan media game Arabic word quiz diperoleh persentase skor sebesar 92,856% dan dinyatakan praktis melalui angket uji praktikalitas.Kata kunci: Media Game Arabic Word Quiz, Mufradat